Hi, I have this shader that I want to add an alpha mask to: Code (CSharp): Shader "Kybernetik/Simple Sun" { Properties { _Color("Color", Color) = (1,1,1,1) _BallRadius("Ball Radius", Range(0, 0.5)) = 0.45 _BallSharpness("Ball Sharpness", float) = 6 _RaySpeed("Ray Speed", float) = 3 _RayFrequency("Ray Frequency", float) = 2// Whole numbers are recommended to avoid creating a seam. _RayIntensity("Ray Intensity", float) = 100 _RayRoughness("Ray Roughness", Range(0, 1.5)) = 1 _Noise("Noise", 2D) = "white" {} _Alpha("Alpha (A)", 2D) = "white" {} } Category { Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" } LOD 200 Blend SrcAlpha OneMinusSrcAlpha Alphatest Greater 0 ZWrite Off SubShader { Pass { CGPROGRAM ........ ENDCG SetTexture[_MainTex]{ Combine texture } SetTexture[_Alpha]{ Combine previous, texture } } } } FallBack "Diffuse" } I read around and found this settexture method (line 44-49) but my shader has no _MainTex property. Is there a way I can still put a mask in?